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256
General Discussion / Re: Unregulatable Internet
« on: August 14, 2010, 06:51:05 pm »
http://en.wikipedia.org/wiki/Extranet

Hopefully, before too long ISP's will be required to share their infrastructure, at which point competition will kick in.

257
DF Gameplay Questions / Re: Embark setups?
« on: August 14, 2010, 06:43:22 pm »
Here's mine:
Spoiler (click to show/hide)

258
DF Dwarf Mode Discussion / Re: The One Floodgate
« on: August 14, 2010, 06:28:54 pm »
1) Create a massive destruction device that will flood the map and your fort. This immensely valuable floodgate would be the plug, of course. The only safe room should be the room with the lever, which would be usable only by the highest ranking noble. The activation chamber should be safe from the magma and should have a very small amount of food and booze to ensure that you get to see your enemies burn. I'd say only use this if you're losing a war, but it's your fort and you can obliterate it how you see fit.

2) If you have one dwarf that you feel actually helped build your fort up to what it is today, say, a double legendary miner/engraver, give him or her a kingly room and put the floodgate somewhere that they're sure to get a boost from it.
I say combine the two:
create an impenetrable bunker deep underground. Fill it with enough food and booze to last a single dwarf an entire year. Put every lever in this room, and then send your most valuable dwarf inside. Once he's in, seal the entrance from outside. This panic room will ensure your enemy's demise once you pull the lever, lowering the adamantine floodgate, drowning the fortress in magma.

259
DF Dwarf Mode Discussion / Re: The One Floodgate
« on: August 14, 2010, 06:14:36 pm »
I remember there once being an artifact that was decorated with 75 pictures of itself.

260
DF Modding / Re: Specific wants from a tileset/graphics pack.
« on: August 14, 2010, 06:07:42 pm »
you could always mix and match.

261
You could always request more expensive items from the dwarves. The further to the right you crank the request bar, the more expensive the item will be.

In my LotR mod, dwarves can't grow food at all. Maybe give it a try?
shameless self-plug

262
DF Suggestions / Re: salt water lakes
« on: August 14, 2010, 06:03:06 pm »
An extension of Salt Water I'd like to see would be dead seas. Just, big bodies of water with no life (except, maybe unlife. Perhaps terrifying salt water lakes?) in or around them.

263
DF Gameplay Questions / Re: Question about population cap
« on: August 14, 2010, 05:59:19 pm »
I have my max population set to 40, but they still send me migrants until 70-80.  Maybe that feature is a bit borked?  If I said I only want 40, stop sending them at 40, darn it!  I could care less about 'full features', I just want a playable FPS.  Like, somewhere between 80 and 100.  Any less then that and I start having the "It would probably be more fun to start over" thoughts.
The first two migrant waves are hardcoded. After that, migrants should only arrive up to your set cap. Something in your files is amiss.

264
DF Dwarf Mode Discussion / Re: The Bucket Problem
« on: August 14, 2010, 05:58:19 pm »
Well, this probably won't be a problem once buckets (related to the healthcare fixes) get unbugged.

265
DF Gameplay Questions / Re: Dwarven age confusion
« on: August 14, 2010, 05:57:08 pm »
I've got a dwarf almost every adult dwarf in my fort "has the appearance of one who is eighty-three years old and is one of the first of his kind". As I'm currently in year 12, am I correct in assuming this is a dwarf they are all directly from world gen? Will he they be any different for being generated rather than born?
No.

266
General Discussion / Re: Evil Beats/Vocals (Music suggestions)
« on: August 14, 2010, 05:56:10 pm »
I'm familiar with Gothic chorus and whatnot, but I'm wanting something more along the lines of "popular" music.
That's what I figured, but it was worth a shot anyway.

267
DF Modding / Re: Fear effect and buildings
« on: August 14, 2010, 05:54:42 pm »
I was talking about how animals run from your dwarves and pets.  I doubt there is a way, but I was wondering if there was a way to make animals (not goblins and such) run from a building as if it was a pet of yours.

EDIT:  Though other effects would be interesting as well.
Well, like has been said, that can't be done. It MIGHT be possible to fudge such an effect, but you'd have to share the specifics. I'd be happy to help if it is possible. I need a break from WotR >.>

268
General Discussion / Re: Evil Beats/Vocals (Music suggestions)
« on: August 14, 2010, 05:49:27 pm »
Well, I can point you in two directions:

1. If you're just looking for something straight up-dramatic, check out some film scores.

2. If you're looking for dark back-drop type music, I'd point you to my main man Kevin Mcloud.

If you want stuff less soundtrack-y, I can't really help you.

269
DF Gameplay Questions / Re: Two questions on elves and lumber limits
« on: August 14, 2010, 05:42:09 pm »
I've corrected this numerous times in other posts, but it looks like I'll have to correct it yet again here:
* Elves do not think cloth is more valuable than other goods.
* All merchants (of any race) think that goods stored in bins must be loaded onto the caravan first.

The effect of this is that when the Elves decide to bring one hundred of every single trade good (which would normally require dozens of wagons), they end up running out of room on their mules before they finish loading up their cloth. This was easy to prove back in 40d - if you boosted the trade capacity of their pack animals to some really high amount, then they'd end up bringing just as many animals, barrels of booze, and stacks of plants (and all of their other crap like weapons, armor, crafts, and barrels of Gnomeblight) as bins of cloth.

Eh, I've never traded with the elves at all. I wouldn't know.

270
DF Modding / Re: Fear effect and buildings
« on: August 14, 2010, 05:39:37 pm »
Not that I know of. I mean, you could put them to sleep or something, but not get them to run. It probably wouldn't be all that reliable even if it did work, due to the way contact/inhaled syndromes work.
True, but it'd be cool nonetheless.

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